// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000
// disables GL_CULL_FACE on this texture (making it double sided)
-#define MATERIALFLAG_NOCULLFACE 0x000100000
+#define MATERIALFLAG_NOCULLFACE 0x00010000
// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000
// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
#define MATERIALFLAG_REFLECTION 0x00100000
// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
#define MATERIALFLAG_MODELLIGHT 0x00200000
-// add directional model lighting to this material (q3bsp lightgrid only)
-#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 0x00400000
// causes RSurf_GetCurrentTexture to leave alone certain fields
#define MATERIALFLAG_CUSTOMSURFACE 0x00800000
// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
#define MATERIALFLAG_TRANSDEPTH 0x01000000
// like refraction, but doesn't distort etc.
#define MATERIALFLAG_CAMERA 0x02000000
-// disable rtlight on surface, use R_LightPoint instead
+// disable rtlight on surface - does not disable other types of lighting (LIGHTMAP, MODELLIGHT)
#define MATERIALFLAG_NORTLIGHT 0x04000000
-// alphagen vertex
+// alphagen vertex - should always be used with MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW (or MATERIALFLAG_ADD instead of MATERIALFLAG_ALPHA)
#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000
// use occlusion buffer for corona
#define MATERIALFLAG_OCCLUDE 0x10000000
+// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT
+#define MATERIALFLAG_VERTEXCOLOR 0x20000000
+// sample the q3bsp lightgrid in the shader rather than relying on MATERIALFLAG_MODELLIGHT
+#define MATERIALFLAG_LIGHTGRID 0x40000000
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
// combined mask of all attributes that cause some sort of transparency
mvertex_t *points;
vec3_t mins, maxs; // culling
mplane_t plane;
+ double tracetime; // refreshed to realtime by traceline tests
}
mportal_t;